Difference between revisions of "Fighters"

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(Deleted a wrong statement. Roruqals and FAXs are capitals and can use drones.)
 
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Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[carriers]] and [[supercarriers]], while heavy fighters can only be used by supercarriers.
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{{Weapon Systems Links}}
 +
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.
  
There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant, and squadron size. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=yes}} increases fighter hangar size by 5% per level.
+
== General Fighter Mechanics ==
  
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. Fighters cannot receive remote assistance, such as repairs or shield boosting.
+
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.
  
Each race has each its own fighters, and their damage matches the race's primary damage type, but otherwise they are very similar to each other. In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level).
+
If fighters are more than 300 km from your carrier or structure and you recall them to their launch tube, they will quickly warp back.
 +
 
 +
{{expansion past|
 +
[https://www.eveonline.com/news/view/patch-notes-for-eve-online-citadel Citadel expansion April 2016]
 +
 
 +
Fighters used to warp after targets all around a solar system - the only escape from fighters was to jump system or to dock.
 +
}}
 +
 
 +
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.
 +
 
 +
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.
 +
 
 +
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.
 +
 
 +
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.
 +
 
 +
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.
 +
 
 +
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.
 +
 
 +
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.
 +
 
 +
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.
 +
 
 +
== Fighter Damage Mechanics ==
 +
 
 +
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.
 +
 
 +
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times
 +
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times
 +
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math>
 +
 
 +
Where
 +
* Total Damage is the actual damage dealt, before resistances.
 +
* Base damage is the damage displayed in the fighters' Show Info window.
 +
* ''N'' is the number of fighters in the squadron.
 +
* Signature is signature radius of the target.
 +
* Velocity is velocity of the target.
 +
* Explosion radius and explosion velocity are values for the fighters' weapon.
 +
* Distance is the distance between the fighters and their target.
 +
* Optimal and Falloff are the values for the fighters' weapon.
 +
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:
 +
 
 +
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math>
 +
 
 +
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.
 +
 
 +
{| class="wikitable sortable"
 +
! Fighter type
 +
! Weapon
 +
! Damage Reduction
 +
! DRF
 +
|-
 +
| Space Superiority || Micro Missile || 2.0 || 0.406598
 +
|-
 +
| Light Attack || Cannons || 3.0 || 0.644443
 +
|-
 +
| Light Attack || Heavy Rockets || 5.0 || 0.944091
 +
|-
 +
| Heavy Attack || Cannnons || 5.5 || 1.0
 +
|-
 +
| Heavy Attack || Torpedoes || 5.5 || 1.0
 +
|-
 +
| Shadow || Cannons || 5.0 || 0.944091
 +
|-
 +
| Heavy Long-Range || Cannons || 5.0 || 0.944091
 +
|-
 +
|}
 +
 
 +
A shorthand on the results of the range formula:
 +
* Within Optimal range, the weapons can deal full damage.
 +
* At Optimal+Falloff, the weapons deal 50% damage.
 +
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.
 +
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.
 +
 
 +
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.
  
 
== Light Fighters ==
 
== Light Fighters ==
Line 11: Line 87:
  
 
=== Attack Fighters ===
 
=== Attack Fighters ===
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short barrel length that is inaccurate against small, fast-moving targets. Their secondary weapon is a Heavy Rocket Salvo - a simplified, significantly shorter ranged version of starship launched Heavy Missiles. Also, they are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 60-second cooldown.
+
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.
 +
 
 +
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.
 +
 
 +
All damage values on this page are per-fighter, not per-squadron.
 +
 
 +
 
 +
{| class="wikitable"
 +
| ! colspan="2" align="center" | General Stats
 +
|-
 +
| Squadron Size || 9
 +
|-
 +
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup>
 +
|-
 +
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m
 +
|-
 +
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP
 +
|-
 +
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T2) || 2420 HP
 +
|-
 +
| [[File:Icon shield.png|22px|link=]] Shield Capacity (Faction) || 3630 HP
 +
|-
 +
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m
 +
|-
 +
|}
  
Squadron Size: 9
 
  
 
{| class="wikitable sortable fighters"  
 
{| class="wikitable sortable fighters"  
 
! Faction
 
! Faction
 
! Fighter
 
! Fighter
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span>
+
! Tech
! <span style="cursor:help;" title="Rocket Damage per second (per fighter)">Rocket DPS</span>
+
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span>
 +
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span>
 +
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span>
 +
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Amarr
+
|rowspan=3|{{icon|amarr2}} Amarr
|Templar I
+
|rowspan=3|Templar  
|65 {{icon|em damage|24px}}
+
|Tech I
|119 {{icon|em damage|24px}}
+
|65 [[File:icon_damage_em.png|24px|link=]]
|{{icon|vel|24px}} 926 m/s
+
|119 [[File:icon_damage_em.png|24px|link=]]
|{{icon|vel|24px}} 4,630 m/s  
+
|[[File:Icon_target_range.png|24px|link=]] 8000m
|{{icon|orbit|24px}} 6,500 m
+
|rowspan=3|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 833 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 4,165 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 6,500 m
 +
|-
 +
|Tech II
 +
|72 [[File:icon_damage_em.png|24px|link=]]
 +
|131 [[File:icon_damage_em.png|24px|link=]]
 +
|rowspan=2|[[File:Icon_target_range.png|24px|link=]] 9600m
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 867 m/s
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 4,335 m/s  
 +
|rowspan=2|[[File:icon_orbit.png|24px|link=]] 7,300 m
 +
|-
 +
|Faction
 +
|68.5 [[File:icon_damage_em.png|24px|link=]]
 +
|125 [[File:icon_damage_em.png|24px|link=]]
 +
|-
 +
|rowspan=3|{{icon|caldari2}} Caldari
 +
|rowspan=3|Dragonfly
 +
|Tech I
 +
|72 [[File:icon_damage_kin.png|24px|link=]]
 +
|131 [[File:icon_damage_kin.png|24px|link=]]
 +
|[[File:Icon_target_range.png|24px|link=]] 4000m
 +
|rowspan=3|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 753 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 3,765 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 4,500 m
 +
|-
 +
|Tech II
 +
|79 [[File:icon_damage_kin.png|24px|link=]]
 +
|146 [[File:icon_damage_kin.png|24px|link=]]
 +
|rowspan=2|[[File:Icon_target_range.png|24px|link=]] 4800m
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 785 m/s
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 3,925 m/s
 +
|rowspan=2|[[File:icon_orbit.png|24px|link=]] 4,900 m
 
|-
 
|-
|Caldari
+
|Faction
|Dragonfly I
+
|75.5 [[File:icon_damage_kin.png|24px|link=]]
|72 {{icon|ki damage|24px}}
+
|138.5 [[File:icon_damage_kin.png|24px|link=]]
|131 {{icon|ki damage|24px}}
 
|{{icon|vel|24px}} 837 m/s
 
|{{icon|vel|24px}} 4,185 m/s
 
|{{icon|orbit|24px}} 4,500 m
 
 
|-
 
|-
|Gallente
+
|rowspan=3|{{icon|gallente2}} Gallente
|Firbolg I
+
|rowspan=3|Firbolg
|75 {{icon|th damage|24px}}
+
|Tech I
|138 {{icon|th damage|24px}}
+
|75 [[File:icon_damage_therm.png|24px|link=]]
|{{icon|vel|24px}} 793 m/s
+
|138 [[File:icon_damage_therm.png|24px|link=]]
|{{icon|vel|24px}} 3,965 m/s  
+
|[[File:Icon_target_range.png|24px|link=]] 4000m
|{{icon|orbit|24px}} 4,500 m
+
|rowspan=3|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 714 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 3,570 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 4,500 m
 
|-
 
|-
|Minmatar
+
|Tech II
|Einherji I
+
|83 [[File:icon_damage_therm.png|24px|link=]]
|62 {{icon|ex damage|24px}}
+
|152 [[File:icon_damage_therm.png|24px|link=]]
|113 {{icon|ex damage|24px}}
+
|rowspan=2|[[File:Icon_target_range.png|24px|link=]] 4800m
|{{icon|vel|24px}} 970 m/s
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 743 m/s
|{{icon|vel|24px}} 4,850 m/s  
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 3,715 m/s
|{{icon|orbit|24px}} 7,000 m
+
|rowspan=2|[[File:icon_orbit.png|24px|link=]] 4,900 m
 
|-
 
|-
|Amarr
+
|Faction
|Templar II
+
|79 [[File:icon_damage_therm.png|24px|link=]]
|72 {{icon|em damage|24px}}
+
|145 [[File:icon_damage_therm.png|24px|link=]]
|131 {{icon|em damage|24px}}
 
|{{icon|vel|24px}} 963 m/s
 
|{{icon|vel|24px}} 4,815 m/s
 
|{{icon|orbit|24px}} 7,300 m
 
 
|-
 
|-
|Caldari
+
|rowspan=3|{{icon|minmatar2}} Minmatar
|Dragonfly II
+
|rowspan=3|Einherji
|79 {{icon|ki damage|24px}}
+
|Tech I
|146 {{icon|ki damage|24px}}
+
|62 [[File:icon_damage_exp.png|24px|link=]]
|{{icon|vel|24px}} 872 m/s
+
|113 [[File:icon_damage_exp.png|24px|link=]]
|{{icon|vel|24px}} 4,360 m/s
+
|[[File:Icon_target_range.png|24px|link=]] 4000m
|{{icon|orbit|24px}} 4,900 m
+
|rowspan=3|[[File:Icon_falloff_mod.png|24px|link=]] 10000m
 +
|[[File:Icon_velocity.png|24px|link=]] 873 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 4,365 m/s  
 +
|[[File:icon_orbit.png|24px|link=]] 7,000 m
 
|-
 
|-
|Gallente
+
|Tech II
|Firbolg II
+
|68 [[File:icon_damage_exp.png|24px|link=]]
|83 {{icon|th damage|24px}}
+
|124 [[File:icon_damage_exp.png|24px|link=]]
|152 {{icon|th damage|24px}}
+
|rowspan=2|[[File:Icon_target_range.png|24px|link=]] 4800m
|{{icon|vel|24px}} 826 m/s
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 908 m/s
|{{icon|vel|24px}} 4,130 m/s
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 4,540 m/s  
|{{icon|orbit|24px}} 4,900 m
+
|rowspan=2|[[File:icon_orbit.png|24px|link=]] 7,400 m  
 
|-
 
|-
|Minmatar
+
|Faction
|Einherji II
+
|65 [[File:icon_damage_exp.png|24px|link=]]
|83 {{icon|ex damage|24px}}
+
|118.5 [[File:icon_damage_exp.png|24px|link=]]
|142 {{icon|ex damage|24px}}
 
|{{icon|vel|24px}} 1,009 m/s
 
|{{icon|vel|24px}} 5,045 m/s
 
|{{icon|orbit|24px}} 7,400 m
 
 
|}
 
|}
 
  
 
=== Space Superiority ===
 
=== Space Superiority ===
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, can launch a swarm of missiles that are especially apt at destroying fighter and drone craft. However, very little damage is applied to full-sized ships. Defensively, they can enact evasive manuevers that increases its base speed by 200%, reduces the its signature radius by 80%, and increases all shield resists by 50%. Lastly, they can use their stasis webifiers to reduce the velocity of small craft by 4%.
+
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.
  
Squadron size: 12
+
{| class="wikitable"
 +
| ! colspan="2" align="center" | General Stats
 +
|-
 +
| Squadron Size || 12
 +
|-
 +
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup>
 +
|-
 +
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m
 +
|-
 +
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP
 +
|-
 +
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T2) || 1760 HP
 +
|-
 +
| [[File:Icon shield.png|22px|link=]]Shield Capacity (Faction) || 2640 HP
 +
|-
 +
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m
 +
|-
 +
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m
 +
|-
 +
|}
  
 
{| class="wikitable sortable drones"  
 
{| class="wikitable sortable drones"  
 
! Faction
 
! Faction
 
! Fighter
 
! Fighter
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span>
+
! Tech
 +
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span>
 
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Amarr
+
|rowspan=3|{{icon|amarr2}} Amarr
|Equite I
+
|rowspan=3|Equite
|38 {{icon|em damage|24px}}
+
|Tech I
|{{icon|vel|24px}} 1,111 m/s
+
|38 [[File:icon_damage_em.png|24px|link=]]
|{{icon|vel|24px}} 2,222 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 1,000 m/s
|{{icon|orbit|24px}} 10,000 m
+
|[[File:Icon_velocity.png|24px|link=]] 2,000 m/s
 +
|rowspan=3|[[File:icon_orbit.png|24px|link=]] 10,000 m
 +
|-
 +
|Tech II
 +
|42 [[File:icon_damage_em.png|24px|link=]]
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 1,040 m/s
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 2,080 m/s
 +
|-
 +
|Faction
 +
|40 [[File:icon_damage_em.png|24px|link=]]
 +
|-
 +
|rowspan=3|{{icon|caldari2}} Caldari
 +
|rowspan=3|Locust
 +
|Tech I
 +
|40 [[File:icon_damage_kin.png|24px|link=]]
 +
|[[File:Icon_velocity.png|24px|link=]] 905 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 1,810 m/s
 +
|rowspan=3|[[File:icon_orbit.png|24px|link=]] 10,000 m
 +
|-
 +
|Tech II
 +
|44 [[File:icon_damage_kin.png|24px|link=]]
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 941 m/s
 +
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 1,882 m/s
 
|-
 
|-
|Caldari
+
|Faction
|Locust I
+
|42 [[File:icon_damage_kin.png|24px|link=]]
|40 {{icon|ki damage|24px}}
 
|{{icon|vel|24px}} 1,005 m/s
 
|{{icon|vel|24px}} 2,010 m/s
 
|{{icon|orbit|24px}} 10,000 m
 
 
|-
 
|-
|Gallente
+
|rowspan=3|{{icon|gallente2}} Gallente
|Satyr I
+
|rowspan=3|Satyr
|42 {{icon|th damage|24px}}
+
|Tech I
|{{icon|vel|24px}} 952 m/s
+
|42 [[File:icon_damage_therm.png|24px|link=]]
|{{icon|vel|24px}} 1,904 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 857 m/s
|{{icon|orbit|24px}} 10,000 m
+
|[[File:Icon_velocity.png|24px|link=]] 1,714 m/s
 +
|rowspan=3|[[File:icon_orbit.png|24px|link=]] 10,000 m
 
|-
 
|-
|Minmatar
+
|Tech II
|Gram I
+
|46 [[File:icon_damage_therm.png|24px|link=]]
|36 {{icon|ex damage|24px}}
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 892 m/s
|{{icon|vel|24px}} 1,164 m/s
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 1,784 m/s
|{{icon|vel|24px}} 2,328 m/s
 
|{{icon|orbit|24px}} 10,000 m
 
 
|-
 
|-
|Amarr
+
|Faction
|Equite II
+
|44 [[File:icon_damage_therm.png|24px|link=]]
|42 {{icon|em damage|24px}}
 
|{{icon|vel|24px}} 1,211 m/s
 
|{{icon|vel|24px}} 2,422 m/s
 
|{{icon|orbit|24px}} 10,000 m
 
 
|-
 
|-
|Caldari
+
|rowspan=3|{{icon|minmatar2}} Minmatar
|Locust II
+
|rowspan=3|Gram
|44 {{icon|ki damage|24px}}
+
|Tech I
|{{icon|vel|24px}} 1,046 m/s
+
|36 [[File:icon_damage_exp.png|24px|link=]]
|{{icon|vel|24px}} 2,092 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 1,048 m/s
|{{icon|orbit|24px}} 10,000 m
+
|[[File:Icon_velocity.png|24px|link=]] 2,096 m/s
 +
|rowspan=3|[[File:icon_orbit.png|24px|link=]] 10,000 m
 
|-
 
|-
|Gallente
+
|Tech II
|Satyr II
+
|40 [[File:icon_damage_exp.png|24px|link=]]
|46 {{icon|th damage|24px}}
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 1,090 m/s
|{{icon|vel|24px}} 991 m/s
+
|rowspan=2|[[File:Icon_velocity.png|24px|link=]] 2,180 m/s
|{{icon|vel|24px}} 1,982 m/s
 
|{{icon|orbit|24px}} 10,000 m
 
 
|-
 
|-
|Minmatar
+
|Faction
|Gram II
+
|38 [[File:icon_damage_exp.png|24px|link=]]
|40 {{icon|ex damage|24px}}
 
|{{icon|vel|24px}} 1,211 m/s
 
|{{icon|vel|24px}} 2,422 m/s
 
|{{icon|orbit|24px}} 10,000 m
 
 
|}
 
|}
  
 
== Heavy Fighters ==
 
== Heavy Fighters ==
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighter, but aside from the different damage types, they are very similar to each other. Additionally, there is a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]), which does more damage than the Tech 1 heavy fighters, but is ludicrously expensive.  
+
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters.
  
 
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.
 
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.
  
 
=== Heavy Attack ===
 
=== Heavy Attack ===
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, artillery, pulse, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 60-second cooldown.
+
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.
 +
 
 +
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.
  
Squadron size: 6
+
{| class="wikitable"
 +
| ! colspan="2" align="center" | General Stats
 +
|-
 +
| Squadron Size || 6
 +
|-
 +
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup>
 +
|-
 +
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m
 +
|-
 +
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP
 +
|-
 +
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP
 +
|-
 +
| [[File:Icon warp time.png|22px|link=]] Refueling time || 10s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (torpedo) || 40s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T1) || 10,000m
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T2) || 12,000m
 +
|-
 +
|
 +
|-
 +
| [[File:Icon shield.png|22px|link=]][[File:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[File:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[File:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]][[File:Isis_sansha.png|22px|link=]] Fire rate (Shadow) || 3.5s
 +
|}
  
 
{| class="wikitable sortable fighters"  
 
{| class="wikitable sortable fighters"  
 
! Faction
 
! Faction
 
! Fighter
 
! Fighter
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span>
+
! Tech
! <span style="cursor:help;" title="Damage per second (Torpedo Salvo) (per fighter)">Torpedo DPS</span>
+
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span>
 +
! <span style="cursor:help;" title="Torpedo damage per shot (per fighter)">Torpedo Damage</span>
 +
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span>
 +
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Amarr
+
|rowspan=2|{{icon|amarr2}} Amarr
|Malleus I
+
|rowspan=2|Malleus
|316 {{icon|em damage|24px}}
+
|Tech I
|2,527 {{icon|em damage|24px}}
+
|316 [[File:icon_damage_em.png|24px|link=]]
|{{icon|vel|24px}} 576 m/s
+
|2,527 [[File:icon_damage_em.png|24px|link=]]
|{{icon|vel|24px}} 2,880 m/s  
+
|[[File:Icon_target_range.png|24px|link=]] 8000m
|{{icon|orbit|24px}} 6,500 m
+
|rowspan=2|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 576 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 2,880 m/s  
 +
|[[File:icon_orbit.png|24px|link=]] 6,500 m
 
|-
 
|-
|Caldari
+
|Tech II
|Mantis I
+
|349 [[File:icon_damage_em.png|24px|link=]]
|349 {{icon|ki damage|24px}}
+
|2,793 [[File:icon_damage_em.png|24px|link=]]
|2,793 {{icon|ki damage|24px}}
+
|[[File:Icon_target_range.png|24px|link=]] 9600m
|{{icon|vel|24px}} 521 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 600 m/s
|{{icon|vel|24px}} 2,605 m/s  
+
|[[File:Icon_velocity.png|24px|link=]] 3,000 m/s  
|{{icon|orbit|24px}} 4,500 m
+
|[[File:icon_orbit.png|24px|link=]] 7,300 m
 
|-
 
|-
|Gallente
+
|rowspan=2|{{icon|caldari2}} Caldari
|Cyclops I
+
|rowspan=2|Mantis
|366 {{icon|th damage|24px}}
+
|Tech I
|2,926 {{icon|th damage|24px}}
+
|349 [[File:icon_damage_kin.png|24px|link=]]
|{{icon|vel|24px}} 494 m/s
+
|2,793 [[File:icon_damage_kin.png|24px|link=]]
|{{icon|vel|24px}} 2,470 m/s  
+
|[[File:Icon_target_range.png|24px|link=]] 4000m
|{{icon|orbit|24px}} 4,500 m
+
|rowspan=2|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 521 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 2,605 m/s  
 +
|[[File:icon_orbit.png|24px|link=]] 4,500 m
 
|-
 
|-
|Minmatar
+
|Tech II
|Tyrfing I
+
|386 [[File:icon_damage_kin.png|24px|link=]]
|299 {{icon|ex damage|24px}}
+
|3,087 [[File:icon_damage_kin.png|24px|link=]]
|2,394 {{icon|ex damage|24px}}
+
|[[File:Icon_target_range.png|24px|link=]] 4800m
|{{icon|vel|24px}} 604 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 543 m/s
|{{icon|vel|24px}} 3,020 m/s  
+
|[[File:Icon_velocity.png|24px|link=]] 2,715 m/s
|{{icon|orbit|24px}} 7,000 m
+
|[[File:icon_orbit.png|24px|link=]] 4,900 m
 +
|-
 +
|rowspan=2|{{icon|gallente2}} Gallente
 +
|rowspan=2|Cyclops
 +
|Tech I
 +
|366 [[File:icon_damage_therm.png|24px|link=]]
 +
|2,926 [[File:icon_damage_therm.png|24px|link=]]
 +
|[[File:Icon_target_range.png|24px|link=]] 4000m
 +
|rowspan=2|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
 +
|[[File:Icon_velocity.png|24px|link=]] 494 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 2,470 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 4,500 m
 +
|-
 +
|Tech II
 +
|404 [[File:icon_damage_therm.png|24px|link=]]
 +
|3,324 [[File:icon_damage_therm.png|24px|link=]]
 +
|[[File:Icon_target_range.png|24px|link=]] 4800m
 +
|[[File:Icon_velocity.png|24px|link=]] 514 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 2,570 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 4,900 m
 +
|-
 +
|rowspan=2|{{icon|minmatar2}} Minmatar
 +
|rowspan=2|Tyrfing
 +
|Tech I
 +
|299 [[File:icon_damage_exp.png|24px|link=]]
 +
|2,394 [[File:icon_damage_exp.png|24px|link=]]
 +
|[[File:Icon_target_range.png|24px|link=]] 4000m
 +
|rowspan=2|[[File:Icon_falloff_mod.png|24px|link=]] 10000m
 +
|[[File:Icon_velocity.png|24px|link=]] 604 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 3,020 m/s  
 +
|[[File:icon_orbit.png|24px|link=]] 7,000 m
 +
|-
 +
|Tech II
 +
|331 [[File:icon_damage_exp.png|24px|link=]]
 +
|2,646 [[File:icon_damage_exp.png|24px|link=]]
 +
|[[File:Icon_target_range.png|24px|link=]] 4800m
 +
|[[File:Icon_velocity.png|24px|link=]] 628 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 3,140 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 7,400 m
 
|-
 
|-
 
|Sansha
 
|Sansha
 
|Shadow
 
|Shadow
|200 {{icon|em damage|24px}}{{icon|th damage|24px}}
+
|Faction
 +
|200 [[File:icon_damage_em.png|24px|link=]]<br/>200 [[File:icon_damage_therm.png|24px|link=]]
 
|N/A
 
|N/A
|{{icon|vel|24px}} 543 m/s
+
|[[File:Icon_target_range.png|24px|link=]] 9600m
|{{icon|vel|24px}} 9,500 m/s  
+
|[[File:Icon_falloff_mod.png|24px|link=]] 5000m
|{{icon|orbit|24px}} 2,172 m
+
|[[File:Icon_velocity.png|24px|link=]] 543 m/s
 +
|[[File:Icon_velocity.png|24px|link=]] 9,500 m/s  
 +
|[[File:icon_orbit.png|24px|link=]] 2,172 m
 +
|}
 +
 
 +
=== Long Range Attack ===
 +
Long Range Attack fighters have faction specific long-range weaponry (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space.
 +
 
 +
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships. This said though, long ranged fighter damage can be absolutely ''devastating'' to cruisers or battlecruisers with active microwarpdrives.
 +
 
 +
{| class="wikitable"
 +
| ! colspan="2" align="center" | General Stats
 
|-
 
|-
|Amarr
+
| Squadron Size || 6
|Malleus II
 
|349 {{icon|em damage|24px}}
 
|2,793 {{icon|em damage|24px}}
 
|{{icon|vel|24px}} 600 m/s
 
|{{icon|vel|24px}} 3,000 m/s
 
|{{icon|orbit|24px}} 7,300 m
 
 
|-
 
|-
|Caldari
+
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup>
|Mantis II
 
|386 {{icon|ki damage|24px}}
 
|3,087 {{icon|ki damage|24px}}
 
|{{icon|vel|24px}} 543 m/s
 
|{{icon|vel|24px}} 2,715 m/s
 
|{{icon|orbit|24px}} 4,900 m
 
 
|-
 
|-
|Gallente
+
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m
|Cyclops II
 
|404 {{icon|th damage|24px}}
 
|3,324 {{icon|th damage|24px}}
 
|{{icon|vel|24px}} 514 m/s
 
|{{icon|vel|24px}} 2,570 m/s
 
|{{icon|orbit|24px}} 4,900 m
 
 
|-
 
|-
|Minmatar
+
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP
|Tyrfing II
+
|-
|331 {{icon|ex damage|24px}}
+
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP
|2,646 {{icon|ex damage|24px}}
+
|-
|{{icon|vel|24px}} 628 m/s
+
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s
|{{icon|vel|24px}} 3,140 m/s
+
|-
|{{icon|orbit|24px}} 7,400 m
+
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 8s
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640
 +
|-
 +
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m
 +
|-
 +
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (bomb) || 60s
 +
|-
 +
| [[File:Icon micro jump drive.png|22px|link=]][[File:Icon_target_range.png|22px|link=]]Micro Jump Drive Range || 100km
 +
|-
 +
| [[File:Icon micro jump drive.png|22px|link=]][[File:icon warp time.png|22px|link=]]MJD Activation Time || 10s
 +
|-
 +
| [[File:Icon micro jump drive.png|22px|link=]][[File:Icon_ship_sig.png|22px|link=]]MJD Signature Penalty || +150%
 +
|-
 
|}
 
|}
 
 
=== Long Range Attack ===
 
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]], and are capable of launching unguided bombs (much like [[stealth bomber]]s). Usage of these bombs are disallowed in Low Security space.
 
 
Squadron size: 6
 
  
 
{| class="wikitable sortable fighters"  
 
{| class="wikitable sortable fighters"  
 
! Faction
 
! Faction
 
! Fighter
 
! Fighter
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span>
+
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span>
 
! <span style="cursor:help;" title="Optimal Range">Optimal</span>
 
! <span style="cursor:help;" title="Optimal Range">Optimal</span>
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span>
+
! <span style="cursor:help;" title="Falloff Range">Falloff</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
! <span style="cursor:help;" title="Micro Jump Drive Distance">MJD Range</span>
 
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Amarr
+
|rowspan=2|Amarr
 
|Ametat I
 
|Ametat I
|253 {{icon|em damage|24px}}
+
|253 [[File:icon_damage_em.png|24px|link=]]
|34 km {{icon|range|24px}}
+
|34 km [[File:Icon_target_range.png|24px|link=]]
|8,000 m {{icon|falloff|24px}}
+
|8,000 m [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 555 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 555 m/s  
|{{icon|vel|24px}} 100 km  
+
|[[File:icon_orbit.png|24px|link=]] 31.50 km
|{{icon|orbit|24px}} 31.50 km
+
|-
 +
|Ametat II
 +
|279 [[File:icon_damage_em.png|24px|link=]]
 +
|40.80 km [[File:Icon_target_range.png|24px|link=]]
 +
|8,000 m [[File:Icon_falloff_mod.png|24px|link=]]
 +
|[[File:Icon_velocity.png|24px|link=]] 578 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 36.60 km
 
|-
 
|-
|Caldari
+
|rowspan=2|Caldari
 
|Termite I
 
|Termite I
|279 {{icon|ki damage|24px}}
+
|279 [[File:icon_damage_kin.png|24px|link=]]
|30 km {{icon|range|24px}}
+
|30 km [[File:Icon_target_range.png|24px|link=]]
|12 km {{icon|falloff|24px}}
+
|12 km [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 502 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 502 m/s
|{{icon|vel|24px}} 100 km
+
|[[File:icon_orbit.png|24px|link=]] 31.50 km
|{{icon|orbit|24px}} 31.50 km
 
 
|-
 
|-
|Gallente
+
|Termite II
 +
|309 [[File:icon_damage_kin.png|24px|link=]]
 +
|36 km [[File:Icon_target_range.png|24px|link=]]
 +
|12 km [[File:Icon_falloff_mod.png|24px|link=]]
 +
|[[File:Icon_velocity.png|24px|link=]] 523 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 36 km
 +
|-
 +
|rowspan=2|Gallente
 
|Antaeus I
 
|Antaeus I
|293 {{icon|th damage|24px}}
+
|293 [[File:icon_damage_therm.png|24px|link=]]
|30 km {{icon|range|24px}}
+
|30 km [[File:Icon_target_range.png|24px|link=]]
|12 km {{icon|falloff|24px}}
+
|12 km [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 476 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 476 m/s
|{{icon|vel|24px}} 100 km
+
|[[File:icon_orbit.png|24px|link=]] 31.50 km
|{{icon|orbit|24px}} 31.50 km
 
 
|-
 
|-
|Minmatar
+
|Antaeus II
 +
|323 [[File:icon_damage_therm.png|24px|link=]]
 +
|36 km [[File:Icon_target_range.png|24px|link=]]
 +
|12 km [[File:Icon_falloff_mod.png|24px|link=]]
 +
|[[File:Icon_velocity.png|24px|link=]] 495 m/s
 +
|[[File:icon_orbit.png|24px|link=]] 36 km
 +
|-
 +
|rowspan=2|Minmatar
 
|Gungnir I
 
|Gungnir I
|239 {{icon|ex damage|24px}}
+
|239 [[File:icon_damage_exp.png|24px|link=]]
|26 km {{icon|range|24px}}
+
|26 km [[File:Icon_target_range.png|24px|link=]]
|16 km {{icon|falloff|24px}}
+
|16 km [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 582 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 582 m/s
|{{icon|vel|24px}} 100 km
+
|[[File:icon_orbit.png|24px|link=]] 31.50 km
|{{icon|orbit|24px}} 31.50 km
 
 
|-
 
|-
|Amarr
 
|Ametat II
 
|279 {{icon|em damage|24px}}
 
|40.80 km {{icon|range|24px}}
 
|8,000 m {{icon|falloff|24px}}
 
|{{icon|vel|24px}} 578 m/s
 
|{{icon|vel|24px}} 100 km
 
|{{icon|orbit|24px}} 36.60 km
 
|-
 
|Caldari
 
|Termite II
 
|309 {{icon|ki damage|24px}}
 
|36 km {{icon|range|24px}}
 
|12 km {{icon|falloff|24px}}
 
|{{icon|vel|24px}} 523 m/s
 
|{{icon|vel|24px}} 100 km
 
|{{icon|orbit|24px}} 36 km
 
|-
 
|Gallente
 
|Antaeus II
 
|323 {{icon|th damage|24px}}
 
|36 km {{icon|range|24px}}
 
|12 km {{icon|falloff|24px}}
 
|{{icon|vel|24px}} 495 m/s
 
|{{icon|vel|24px}} 100 km
 
|{{icon|orbit|24px}} 36 km
 
|-
 
|Minmatar
 
 
|Gungnir II
 
|Gungnir II
|265 {{icon|ex damage|24px}}
+
|265 [[File:icon_damage_exp.png|24px|link=]]
|31.20 km {{icon|range|24px}}
+
|31.20 km [[File:Icon_target_range.png|24px|link=]]
|16 km {{icon|falloff|24px}}
+
|16 km [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 605 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 605 m/s
|{{icon|vel|24px}} 100 km
+
|[[File:icon_orbit.png|24px|link=]] 36 km
|{{icon|orbit|24px}} 36 km
 
 
|}
 
|}
 
  
 
== Support Fighters ==
 
== Support Fighters ==
  
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.
+
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Unlike the others, the Siren warp disruption fighters have an Afterburner in stead of a Microwarpdrive, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.
  
Squadron size: 3
+
{| class="wikitable"
 +
| ! colspan="2" align="center" | General Stats
 +
|-
 +
| Squadron Size || 3
 +
|-
 +
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup>
 +
|-
 +
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m
 +
|-
 +
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP
 +
|-
 +
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP
 +
|-
 +
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s
 +
|-
 +
|}
  
 
{| class="wikitable sortable fighters"  
 
{| class="wikitable sortable fighters"  
Line 358: Line 632:
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Amarr
+
|rowspan=2|Amarr
 
|Cenobite I
 
|Cenobite I
|60 {{icon|energy neutralizer|24px}}
+
|60 [[File:icon_energy_neutralizer_i.png|24px|link=]]
|5,000 m {{icon|range|24px}}
+
|5,000 m [[File:Icon_target_range.png|24px|link=]]
|2,500 m {{icon|falloff|24px}}
+
|2,500 m [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 715 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 715 m/s
|{{icon|vel|24px}} 3,575 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 4,290 m/s
|{{icon|orbit|24px}} 3,750
+
|[[File:icon_orbit.png|24px|link=]] 3,750
 
|-
 
|-
|Amarr
 
 
|Cenobite II
 
|Cenobite II
|80 {{icon|energy neutralizer|24px}}
+
|80 [[File:icon_energy_neutralizer_i.png|24px|link=]]
|10,000 m {{icon|range|24px}}
+
|10,000 m [[File:Icon_target_range.png|24px|link=]]
|5,000 m {{icon|falloff|24px}}
+
|5,000 m [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 744 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 744 m/s
|{{icon|vel|24px}} 3,720 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 4,464 m/s
|{{icon|orbit|24px}} 7,500
+
|[[File:icon_orbit.png|24px|link=]] 7,500
 
|}
 
|}
  
Line 387: Line 660:
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Caldari
+
|rowspan=2|Caldari
 
|Scarab I
 
|Scarab I
|1.6 {{icon|ecm|24px}}
+
|1.6 [[File:Icon_target_max.png|24px|link=]]
|5,000 m {{icon|range|24px}}
+
|5,000 m [[File:Icon_target_range.png|24px|link=]]
|5,625 m {{icon|falloff|24px}}
+
|5,625 m [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 715 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 715 m/s
|{{icon|vel|24px}} 3,575 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 4,290 m/s
|{{icon|orbit|24px}} 5,300 m
+
|[[File:icon_orbit.png|24px|link=]] 5,300 m
 
|-
 
|-
|Caldari
 
 
|Scarab II
 
|Scarab II
|2.3 {{icon|ecm|24px}}
+
|2.3 [[File:Icon_target_max.png|24px|link=]]
|7,500 m {{icon|range|24px}}
+
|7,500 m [[File:Icon_target_range.png|24px|link=]]
|8,400 m {{icon|falloff|24px}}
+
|8,400 m [[File:Icon_falloff_mod.png|24px|link=]]
|{{icon|vel|24px}} 744 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 744 m/s
|{{icon|vel|24px}} 3,720 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 4,464 m/s
|{{icon|orbit|24px}} 8,000 m
+
|[[File:icon_orbit.png|24px|link=]] 8,000 m
 
|}
 
|}
  
Line 410: Line 682:
 
! Fighter
 
! Fighter
 
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span>
 
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span>
! <span style="cursor:help;" title="Optimal Range">Optimal</span>
+
! <span style="cursor:help;" title="Warp Disruption Range">Range</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span>
+
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Gallente
+
|rowspan=2|Gallente
 
|Siren I
 
|Siren I
|1 {{icon|warp disruptor|24px}}
+
|1 [[File:icon_warp_disruptor_i.png|24px|link=]]
|8 km {{icon|range|24px}}
+
|8 km [[File:Icon_target_range.png|24px|link=]]
|{{icon|vel|24px}} 715 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 715 m/s
|{{icon|vel|24px}} 3,575 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 2,145 m/s
|{{icon|orbit|24px}} 4,000 m
+
|[[File:icon_orbit.png|24px|link=]] 4,000 m
 
|-
 
|-
|Gallente
 
 
|Siren II
 
|Siren II
|1 {{icon|warp disruptor|24px}}
+
|1 [[File:icon_warp_disruptor_i.png|24px|link=]]
|16 km {{icon|range|24px}}
+
|16 km [[File:Icon_target_range.png|24px|link=]]
|{{icon|vel|24px}} 744 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 744 m/s
|{{icon|vel|24px}} 3,720 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 2,604 m/s
|{{icon|orbit|24px}} 8,000 m
+
|[[File:icon_orbit.png|24px|link=]] 8,000 m
 
|}
 
|}
  
Line 436: Line 707:
 
! Fighter
 
! Fighter
 
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span>
 
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span>
! <span style="cursor:help;" title="Optimal Range">Optimal</span>
+
! <span style="cursor:help;" title="Web Range">Range</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span>
 
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
! <span style="cursor:help;" title="Orbiting distance">Orbit</span>
 
|-
 
|-
|Minmatar
+
|rowspan=2|Minmatar
 
|Dromi I
 
|Dromi I
|15% {{icon|stasis webifier|24px}}
+
|10% [[File:icon_stasis_webifier_i.png|24px|link=]]
|8 km {{icon|range|24px}}
+
|8 km [[File:Icon_target_range.png|24px|link=]]
|{{icon|vel|24px}} 715 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 715 m/s
|{{icon|vel|24px}} 3,575 m/s  
+
|[[File:Icon_velocity.png|24px|link=]] 4,290 m/s  
|{{icon|orbit|24px}} 4,000 m
+
|[[File:icon_orbit.png|24px|link=]] 4,000 m
 
|-
 
|-
|Minmatar
 
 
|Dromi II
 
|Dromi II
|20% {{icon|stasis webifier|24px}}
+
|15% [[File:icon_stasis_webifier_i.png|24px|link=]]
|16 km {{icon|range|24px}}
+
|16 km [[File:Icon_target_range.png|24px|link=]]
|{{icon|vel|24px}} 744 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 744 m/s
|{{icon|vel|24px}} 3,720 m/s
+
|[[File:Icon_velocity.png|24px|link=]] 4,464 m/s
|{{icon|orbit|24px}} 8,000 m
+
|[[File:icon_orbit.png|24px|link=]] 8,000 m
 
|}
 
|}
  
 +
{{expansion past|
 +
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]
 +
 +
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)
 +
 +
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)
 +
}}
 +
 +
== Fighter Improving Modules ==
 +
 +
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]
 +
 +
{|class=wikitable style="width: 900px;background:#111111"
 +
|-
 +
|style="text-align:center;background:#222222" colspan = 2| High slot modules
 +
 +
|-
 +
|[[File:Icon fighter support unit.png|link=|]]
 +
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.
 +
 +
|-
 +
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules
 +
 +
|-
 +
|[[File:Icon drone navigation computer.png|link=|]]
 +
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).
 +
 +
|-
 +
|[[File:Icon tracking enhancer.png|link=|]]
 +
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects.
 +
 +
|-
 +
|style="text-align:center;background:#222222" colspan = 2| Low slot modules
 +
 +
|-
 +
|[[File:Icon drone damage amplifier.png|link=|]]
 +
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant).
 +
 +
|-
 +
|[[File:Icon tracking enhancer.png|link=|]]
 +
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).
 +
 +
|}
  
[[Category: Fitting]]
+
[[Category:Weapons]]

Latest revision as of 14:15, 24 June 2024

Fighters are extremely powerful Drones equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by carriers, supercarriers, Guristas capital ships, and Upwell Structures.

General Fighter Mechanics

In order to use fighters you need to train Icon skillbook2.png Fighters (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill Fighter Hangar Management increases fighter hangar size by 5% per level.

If fighters are more than 300 km from your carrier or structure and you recall them to their launch tube, they will quickly warp back.

Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to ECM, and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.

Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.

Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.

Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.

When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.

Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.

Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.

All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.

Fighter Damage Mechanics

Fighter weapons use a variation of Missile damage mechanics: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.

[math] \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times \min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times 0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} [/math]

Where

  • Total Damage is the actual damage dealt, before resistances.
  • Base damage is the damage displayed in the fighters' Show Info window.
  • N is the number of fighters in the squadron.
  • Signature is signature radius of the target.
  • Velocity is velocity of the target.
  • Explosion radius and explosion velocity are values for the fighters' weapon.
  • Distance is the distance between the fighters and their target.
  • Optimal and Falloff are the values for the fighters' weapon.
  • DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:
[math] \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } [/math]

Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.

Fighter type Weapon Damage Reduction DRF
Space Superiority Micro Missile 2.0 0.406598
Light Attack Cannons 3.0 0.644443
Light Attack Heavy Rockets 5.0 0.944091
Heavy Attack Cannnons 5.5 1.0
Heavy Attack Torpedoes 5.5 1.0
Shadow Cannons 5.0 0.944091
Heavy Long-Range Cannons 5.0 0.944091

A shorthand on the results of the range formula:

  • Within Optimal range, the weapons can deal full damage.
  • At Optimal+Falloff, the weapons deal 50% damage.
  • At Optimal+(Falloff x2), the weapons deal 6.25% damage.
  • Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.

These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.

Light Fighters

Light fighters require the skill Icon skillbook2.png Light Fighters (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.

Attack Fighters

Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.

Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.

All damage values on this page are per-fighter, not per-squadron.


General Stats
Squadron Size 9
Icon volume.png Volume 1000m3
Icon ship sig.png Signature Radius 110m
Icon shield.png Shield Capacity (T1) 2190 HP
Icon shield.png Shield Capacity (T2) 2420 HP
Icon shield.png Shield Capacity (Faction) 3630 HP
Icon warp time.png Refueling time 5s
Icon gunnery turret.pngIcon ship sig.png Explosion Radius (cannon) 185m
Icon gunnery turret.pngIcon velocity.png Explosion Velocity (cannon) 105m/s
Icon gunnery turret.pngIcon turret volley.png Fire rate (cannon) 5s
Icon missiles.pngIcon ship sig.png Explosion Radius (rocket) 400m
Icon missiles.pngIcon velocity.png Explosion Velocity (rocket) 70m/s
Icon missiles.pngIcon turret volley.png Fire rate (rocket) 14s
Icon missiles.pngIcon target range.png Rocket range 10,000m


Faction Fighter Tech Damage Rocket Damage Range Falloff Speed (Base) Speed (MWD) Orbit
Logo faction amarr empire clean.png Amarr Templar Tech I 65 Icon damage em.png 119 Icon damage em.png Icon target range.png 8000m Icon falloff mod.png 5000m Icon velocity.png 833 m/s Icon velocity.png 4,165 m/s Icon orbit.png 6,500 m
Tech II 72 Icon damage em.png 131 Icon damage em.png Icon target range.png 9600m Icon velocity.png 867 m/s Icon velocity.png 4,335 m/s Icon orbit.png 7,300 m
Faction 68.5 Icon damage em.png 125 Icon damage em.png
Logo faction caldari state clean.png Caldari Dragonfly Tech I 72 Icon damage kin.png 131 Icon damage kin.png Icon target range.png 4000m Icon falloff mod.png 5000m Icon velocity.png 753 m/s Icon velocity.png 3,765 m/s Icon orbit.png 4,500 m
Tech II 79 Icon damage kin.png 146 Icon damage kin.png Icon target range.png 4800m Icon velocity.png 785 m/s Icon velocity.png 3,925 m/s Icon orbit.png 4,900 m
Faction 75.5 Icon damage kin.png 138.5 Icon damage kin.png
Logo faction gallente federation clean.png Gallente Firbolg Tech I 75 Icon damage therm.png 138 Icon damage therm.png Icon target range.png 4000m Icon falloff mod.png 5000m Icon velocity.png 714 m/s Icon velocity.png 3,570 m/s Icon orbit.png 4,500 m
Tech II 83 Icon damage therm.png 152 Icon damage therm.png Icon target range.png 4800m Icon velocity.png 743 m/s Icon velocity.png 3,715 m/s Icon orbit.png 4,900 m
Faction 79 Icon damage therm.png 145 Icon damage therm.png
Logo faction minmatar republic clean.png Minmatar Einherji Tech I 62 Icon damage exp.png 113 Icon damage exp.png Icon target range.png 4000m Icon falloff mod.png 10000m Icon velocity.png 873 m/s Icon velocity.png 4,365 m/s Icon orbit.png 7,000 m
Tech II 68 Icon damage exp.png 124 Icon damage exp.png Icon target range.png 4800m Icon velocity.png 908 m/s Icon velocity.png 4,540 m/s Icon orbit.png 7,400 m
Faction 65 Icon damage exp.png 118.5 Icon damage exp.png

Space Superiority

Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.

General Stats
Squadron Size 12
Icon volume.pngVolume 800m3
Icon ship sig.pngSignature Radius 88m
Icon shield.pngShield Capacity (T1) 1600 HP
Icon shield.pngShield Capacity (T2) 1760 HP
Icon shield.pngShield Capacity (Faction) 2640 HP
Icon warp time.png Refueling time 3s
Icon gunnery turret.pngIcon ship sig.png Explosion Radius 15m
Icon gunnery turret.pngIcon velocity.png Explosion Velocity 300m/s
Icon gunnery turret.pngIcon turret volley.png Fire rate 3.5s
Icon gunnery turret.pngIcon target range.png Range 18,000m
Icon stasis webifier i.pngIcon target range.png Fighter Tackle range 18,000m
Faction Fighter Tech Damage Speed (Base) Speed (AB) Orbit
Logo faction amarr empire clean.png Amarr Equite Tech I 38 Icon damage em.png Icon velocity.png 1,000 m/s Icon velocity.png 2,000 m/s Icon orbit.png 10,000 m
Tech II 42 Icon damage em.png Icon velocity.png 1,040 m/s Icon velocity.png 2,080 m/s
Faction 40 Icon damage em.png
Logo faction caldari state clean.png Caldari Locust Tech I 40 Icon damage kin.png Icon velocity.png 905 m/s Icon velocity.png 1,810 m/s Icon orbit.png 10,000 m
Tech II 44 Icon damage kin.png Icon velocity.png 941 m/s Icon velocity.png 1,882 m/s
Faction 42 Icon damage kin.png
Logo faction gallente federation clean.png Gallente Satyr Tech I 42 Icon damage therm.png Icon velocity.png 857 m/s Icon velocity.png 1,714 m/s Icon orbit.png 10,000 m
Tech II 46 Icon damage therm.png Icon velocity.png 892 m/s Icon velocity.png 1,784 m/s
Faction 44 Icon damage therm.png
Logo faction minmatar republic clean.png Minmatar Gram Tech I 36 Icon damage exp.png Icon velocity.png 1,048 m/s Icon velocity.png 2,096 m/s Icon orbit.png 10,000 m
Tech II 40 Icon damage exp.png Icon velocity.png 1,090 m/s Icon velocity.png 2,180 m/s
Faction 38 Icon damage exp.png

Heavy Fighters

Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters.

Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.

Heavy Attack

Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.

There is also a Sansha faction heavy fighter (the Shadow). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.

General Stats
Squadron Size 6
Icon volume.pngVolume 1800m3
Icon ship sig.pngSignature Radius 110m
Icon shield.pngShield Capacity (T1) 4015 HP
Module icon shield extender tech2.pngShield Capacity (T2) 4433 HP
Icon warp time.png Refueling time 10s
Icon gunnery turret.pngIcon ship sig.pngExplosion Radius (cannon) 3000m
Icon gunnery turret.pngIcon velocity.pngExplosion Velocity (cannon) 40m/s
Icon gunnery turret.pngIcon turret volley.png Fire rate (cannon) 5s
Icon missiles.pngIcon ship sig.pngExplosion Radius (torpedo) 5000m
Icon missiles.pngIcon velocity.pngExplosion Velocity (torpedo) 50m/s
Icon missiles.pngIcon turret volley.png Fire rate (torpedo) 40s
Icon missiles.pngIcon target range.png Torpedo range (T1) 10,000m
Icon missiles.pngIcon target range.png Torpedo range (T2) 12,000m
Icon shield.pngIsis sansha.pngShield Capacity (Shadow) 5500 HP
Icon gunnery turret.pngIcon ship sig.pngIsis sansha.pngExplosion Radius (Shadow) 2000m
Icon gunnery turret.pngIcon velocity.pngIsis sansha.pngExplosion Velocity (Shadow) 60m/s
Icon gunnery turret.pngIcon turret volley.pngIsis sansha.png Fire rate (Shadow) 3.5s
Faction Fighter Tech Damage Torpedo Damage Range Falloff Speed (Base) Speed (MWD) Orbit
Logo faction amarr empire clean.png Amarr Malleus Tech I 316 Icon damage em.png 2,527 Icon damage em.png Icon target range.png 8000m Icon falloff mod.png 5000m Icon velocity.png 576 m/s Icon velocity.png 2,880 m/s Icon orbit.png 6,500 m
Tech II 349 Icon damage em.png 2,793 Icon damage em.png Icon target range.png 9600m Icon velocity.png 600 m/s Icon velocity.png 3,000 m/s Icon orbit.png 7,300 m
Logo faction caldari state clean.png Caldari Mantis Tech I 349 Icon damage kin.png 2,793 Icon damage kin.png Icon target range.png 4000m Icon falloff mod.png 5000m Icon velocity.png 521 m/s Icon velocity.png 2,605 m/s Icon orbit.png 4,500 m
Tech II 386 Icon damage kin.png 3,087 Icon damage kin.png Icon target range.png 4800m Icon velocity.png 543 m/s Icon velocity.png 2,715 m/s Icon orbit.png 4,900 m
Logo faction gallente federation clean.png Gallente Cyclops Tech I 366 Icon damage therm.png 2,926 Icon damage therm.png Icon target range.png 4000m Icon falloff mod.png 5000m Icon velocity.png 494 m/s Icon velocity.png 2,470 m/s Icon orbit.png 4,500 m
Tech II 404 Icon damage therm.png 3,324 Icon damage therm.png Icon target range.png 4800m Icon velocity.png 514 m/s Icon velocity.png 2,570 m/s Icon orbit.png 4,900 m
Logo faction minmatar republic clean.png Minmatar Tyrfing Tech I 299 Icon damage exp.png 2,394 Icon damage exp.png Icon target range.png 4000m Icon falloff mod.png 10000m Icon velocity.png 604 m/s Icon velocity.png 3,020 m/s Icon orbit.png 7,000 m
Tech II 331 Icon damage exp.png 2,646 Icon damage exp.png Icon target range.png 4800m Icon velocity.png 628 m/s Icon velocity.png 3,140 m/s Icon orbit.png 7,400 m
Sansha Shadow Faction 200 Icon damage em.png
200 Icon damage therm.png
N/A Icon target range.png 9600m Icon falloff mod.png 5000m Icon velocity.png 543 m/s Icon velocity.png 9,500 m/s Icon orbit.png 2,172 m

Long Range Attack

Long Range Attack fighters have faction specific long-range weaponry (i.e, beam cannon, railgun, and artillery), a Micro Jump Drive for range control, and are capable of launching unguided bombs (much like stealth bombers but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are immune to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space.

The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships. This said though, long ranged fighter damage can be absolutely devastating to cruisers or battlecruisers with active microwarpdrives.

General Stats
Squadron Size 6
Icon volume.pngVolume 2000m3
Icon ship sig.pngSignature Radius 120m
Icon shield.pngShield Capacity (T1) 3762 HP
Module icon shield extender tech2.pngShield Capacity (T2) 4158 HP
Icon warp time.png Refueling time 2s
Icon gunnery turret.pngIcon ship sig.pngExplosion Radius (cannon) 380m
Icon gunnery turret.pngIcon velocity.pngExplosion Velocity (cannon) 80m/s
Icon gunnery turret.pngIcon turret volley.png Fire rate (cannon) 8s
Icon missiles.png Damage (bomb) 640
Icon missiles.pngIcon ship sig.pngExplosion Radius (bomb) 400m
Icon gunnery turret.pngIcon turret volley.png Fire rate (bomb) 60s
Icon micro jump drive.pngIcon target range.pngMicro Jump Drive Range 100km
Icon micro jump drive.pngIcon warp time.pngMJD Activation Time 10s
Icon micro jump drive.pngIcon ship sig.pngMJD Signature Penalty +150%
Faction Fighter Damage Optimal Falloff Speed (Base) Orbit
Amarr Ametat I 253 Icon damage em.png 34 km Icon target range.png 8,000 m Icon falloff mod.png Icon velocity.png 555 m/s Icon orbit.png 31.50 km
Ametat II 279 Icon damage em.png 40.80 km Icon target range.png 8,000 m Icon falloff mod.png Icon velocity.png 578 m/s Icon orbit.png 36.60 km
Caldari Termite I 279 Icon damage kin.png 30 km Icon target range.png 12 km Icon falloff mod.png Icon velocity.png 502 m/s Icon orbit.png 31.50 km
Termite II 309 Icon damage kin.png 36 km Icon target range.png 12 km Icon falloff mod.png Icon velocity.png 523 m/s Icon orbit.png 36 km
Gallente Antaeus I 293 Icon damage therm.png 30 km Icon target range.png 12 km Icon falloff mod.png Icon velocity.png 476 m/s Icon orbit.png 31.50 km
Antaeus II 323 Icon damage therm.png 36 km Icon target range.png 12 km Icon falloff mod.png Icon velocity.png 495 m/s Icon orbit.png 36 km
Minmatar Gungnir I 239 Icon damage exp.png 26 km Icon target range.png 16 km Icon falloff mod.png Icon velocity.png 582 m/s Icon orbit.png 31.50 km
Gungnir II 265 Icon damage exp.png 31.20 km Icon target range.png 16 km Icon falloff mod.png Icon velocity.png 605 m/s Icon orbit.png 36 km

Support Fighters

Support fighters are specialized fighters that each perform their own type of EWAR. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Unlike the others, the Siren warp disruption fighters have an Afterburner in stead of a Microwarpdrive, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the Support Fighters skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.

General Stats
Squadron Size 3
Icon volume.pngVolume 3000m3
Icon ship sig.pngSignature Radius 120m
Icon shield.pngShield Capacity (T1) 6800 HP
Module icon shield extender tech2.pngShield Capacity (T2) 7500 HP
Icon warp time.png Refueling time 2s
Faction Fighter Energy Neut Optimal Falloff Speed (Base) Speed (MWD) Orbit
Amarr Cenobite I 60 Icon energy neutralizer i.png 5,000 m Icon target range.png 2,500 m Icon falloff mod.png Icon velocity.png 715 m/s Icon velocity.png 4,290 m/s Icon orbit.png 3,750
Cenobite II 80 Icon energy neutralizer i.png 10,000 m Icon target range.png 5,000 m Icon falloff mod.png Icon velocity.png 744 m/s Icon velocity.png 4,464 m/s Icon orbit.png 7,500
Faction Fighter Jamming Strength Optimal Falloff Speed (Base) Speed (MWD) Orbit
Caldari Scarab I 1.6 Icon target max.png 5,000 m Icon target range.png 5,625 m Icon falloff mod.png Icon velocity.png 715 m/s Icon velocity.png 4,290 m/s Icon orbit.png 5,300 m
Scarab II 2.3 Icon target max.png 7,500 m Icon target range.png 8,400 m Icon falloff mod.png Icon velocity.png 744 m/s Icon velocity.png 4,464 m/s Icon orbit.png 8,000 m
Faction Fighter Warp Disruption Range Speed (Base) Speed (AB) Orbit
Gallente Siren I 1 Icon warp disruptor i.png 8 km Icon target range.png Icon velocity.png 715 m/s Icon velocity.png 2,145 m/s Icon orbit.png 4,000 m
Siren II 1 Icon warp disruptor i.png 16 km Icon target range.png Icon velocity.png 744 m/s Icon velocity.png 2,604 m/s Icon orbit.png 8,000 m
Faction Fighter Velocity Reduction Range Speed (Base) Speed (MWD) Orbit
Minmatar Dromi I 10% Icon stasis webifier i.png 8 km Icon target range.png Icon velocity.png 715 m/s Icon velocity.png 4,290 m/s Icon orbit.png 4,000 m
Dromi II 15% Icon stasis webifier i.png 16 km Icon target range.png Icon velocity.png 744 m/s Icon velocity.png 4,464 m/s Icon orbit.png 8,000 m

Fighter Improving Modules

Many modules which improve Drones also improve Fighters. All modules in this list are subject to Stacking penalties

High slot modules
Icon fighter support unit.png Fighter support unit improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.
Medium slot modules
Icon drone navigation computer.png Drone Navigation Computer increases fighter speed by 25% (30% for the Tech 2 variant).
Icon tracking enhancer.png Omnidirectional Tracking Link increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects.
Low slot modules
Icon drone damage amplifier.png Drone Damage Amplifier increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant).
Icon tracking enhancer.png Omnidirectional Tracking Enhancer increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).